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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 19:24:16 +01:00
get battlers' speed only once
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@ -50,7 +50,7 @@ bool32 BattlerWillFaintFromWeather(u8 battler, u16 ability);
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bool32 BattlerWillFaintFromSecondaryDamage(u8 battler, u16 ability);
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bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u16 atkAbility, u16 defAbility, u16 move);
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bool32 ShouldUseRecoilMove(u32 battlerAtk, u32 battlerDef, u32 recoilDmg, u8 moveIndex);
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u16 GetBattlerSideSpeedAverage(u8 battler);
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u32 GetBattlerSideSpeedAverage(u32 battler);
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bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u16 move, s32 damage);
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bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u16 move, u8 healPercent);
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bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u16 moveEffect);
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@ -157,6 +157,7 @@ bool32 IsWakeupTurn(u8 battler);
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bool32 AI_IsBattlerAsleepOrComatose(u8 battlerId);
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// partner logic
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#define IS_TARGETING_PARTNER(battlerAtk, battlerDef)((battlerAtk) == (battlerDef ^ BIT_FLANK))
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u16 GetAllyChosenMove(u8 battlerId);
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bool32 IsValidDoubleBattle(u32 battlerAtk);
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bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef);
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@ -726,11 +726,10 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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u32 i;
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u16 predictedMove = AI_DATA->predictedMoves[battlerDef];
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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GET_MOVE_TYPE(move, moveType);
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@ -880,7 +879,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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break;
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case ABILITY_DEFIANT:
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case ABILITY_COMPETITIVE:
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if (IsStatLoweringMoveEffect(moveEffect) && !IsTargetingPartner(battlerAtk, battlerDef))
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if (IsStatLoweringMoveEffect(moveEffect) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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RETURN_SCORE_MINUS(8);
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break;
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case ABILITY_COMATOSE:
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@ -2103,7 +2102,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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// evasion check
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if (gBattleMons[battlerDef].statStages[STAT_EVASION] == MIN_STAT_STAGE
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|| ((AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) && !IsTargetingPartner(battlerAtk, battlerDef))) // don't want to raise target stats unless its your partner
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|| ((AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))) // don't want to raise target stats unless its your partner
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score -= 10;
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break;
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@ -2231,27 +2230,27 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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score -= 10;
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break;
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case EFFECT_POWER_TRICK:
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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score -= 10;
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else if (gBattleMons[battlerAtk].defense >= gBattleMons[battlerAtk].attack && !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
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score -= 10;
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break;
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case EFFECT_POWER_SWAP: // Don't use if attacker's stat stages are higher than opponents
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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score -= 10;
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else if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= gBattleMons[battlerDef].statStages[STAT_ATK]
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&& gBattleMons[battlerAtk].statStages[STAT_SPATK] >= gBattleMons[battlerDef].statStages[STAT_SPATK])
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score -= 10;
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break;
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case EFFECT_GUARD_SWAP: // Don't use if attacker's stat stages are higher than opponents
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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score -= 10;
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else if (gBattleMons[battlerAtk].statStages[STAT_DEF] >= gBattleMons[battlerDef].statStages[STAT_DEF]
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&& gBattleMons[battlerAtk].statStages[STAT_SPDEF] >= gBattleMons[battlerDef].statStages[STAT_SPDEF])
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score -= 10;
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break;
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case EFFECT_SPEED_SWAP:
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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score -= 10;
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}
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@ -2264,7 +2263,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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}
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break;
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case EFFECT_HEART_SWAP:
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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score -= 10;
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}
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@ -2281,7 +2280,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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}
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break;
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case EFFECT_POWER_SPLIT:
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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score -= 10;
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}
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@ -2298,7 +2297,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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}
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break;
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case EFFECT_GUARD_SPLIT:
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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score -= 10;
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}
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@ -2481,14 +2480,14 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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}
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break;
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case EFFECT_HEAL_PULSE: // and floral healing
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if (!IsTargetingPartner(battlerAtk, battlerDef)) // Don't heal enemies
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if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)) // Don't heal enemies
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{
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score -= 10;
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break;
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}
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// fallthrough
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case EFFECT_HIT_ENEMY_HEAL_ALLY: // pollen puff
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
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return 0;
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@ -2505,7 +2504,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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score -= 10;
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break;
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case EFFECT_TOPSY_TURVY:
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if (!IsTargetingPartner(battlerAtk, battlerDef))
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if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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u8 targetPositiveStages = CountPositiveStatStages(battlerDef);
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u8 targetNegativeStages = CountNegativeStatStages(battlerDef);
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@ -2546,7 +2545,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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}
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else if (isDoubleBattle)
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{
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if (!IsTargetingPartner(battlerAtk, battlerDef))
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if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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score -= 10;
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}
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else
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@ -2571,7 +2570,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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score -= 10;
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break;
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case EFFECT_AFTER_YOU:
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if (!IsTargetingPartner(battlerAtk, battlerDef)
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if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)
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|| !isDoubleBattle
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|| AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
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|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove))
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@ -2703,7 +2702,7 @@ static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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u32 movesetIndex = AI_THINKING_STRUCT->movesetIndex;
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bool32 aiFaster;
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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if (gBattleMoves[move].power == 0)
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@ -2868,7 +2867,7 @@ static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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} // global move effect check
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// check specific target
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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if (GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_OTHER)
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{
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@ -3181,7 +3180,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s32 score
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bool32 sereneGraceBoost = (AI_DATA->abilities[battlerAtk] == ABILITY_SERENE_GRACE && (gBattleMoves[move].secondaryEffectChance >= 20 && gBattleMoves[move].secondaryEffectChance < 100));
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// Targeting partner, check benefits of doing that instead
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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// check always hits
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@ -4972,7 +4971,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s32 score
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// Effects that are encouraged on the first turn of battle
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static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef)
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
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|| gBattleResults.battleTurnCounter != 0)
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return score;
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@ -5083,7 +5082,7 @@ static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s32 score
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// Adds score bonus to 'riskier' move effects and high crit moves
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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if (gBattleMoves[move].highCritRatio)
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@ -5122,7 +5121,7 @@ static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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// Adds score bonus to best powered move
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static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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if (GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_BEST)
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@ -5136,7 +5135,7 @@ static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s32 scor
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{
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u32 i;
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if (IsTargetingPartner(battlerAtk, battlerDef)
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
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|| CountUsablePartyMons(battlerAtk) == 0
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|| GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) != MOVE_POWER_OTHER
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|| !HasMoveEffect(battlerAtk, EFFECT_BATON_PASS)
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@ -5195,7 +5194,7 @@ static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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if (IsTargetingPartner(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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if ((effect == EFFECT_HEAL_PULSE || effect == EFFECT_HIT_ENEMY_HEAL_ALLY)
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|| (moveType == TYPE_ELECTRIC && AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_VOLT_ABSORB)
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@ -3066,21 +3066,21 @@ bool32 AnyPartyMemberStatused(u8 battlerId, bool32 checkSoundproof)
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return FALSE;
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}
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u16 GetBattlerSideSpeedAverage(u8 battler)
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u32 GetBattlerSideSpeedAverage(u32 battler)
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{
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u16 speed1 = 0;
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u16 speed2 = 0;
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u8 numBattlersAlive = 0;
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u32 speed1 = 0;
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u32 speed2 = 0;
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u32 numBattlersAlive = 0;
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if (IsBattlerAlive(battler))
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{
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speed1 = GetBattlerTotalSpeedStat(battler);
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speed1 = AI_DATA->speedStats[battler];
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numBattlersAlive++;
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}
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if (IsDoubleBattle() && IsBattlerAlive(BATTLE_PARTNER(battler)))
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{
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speed2 = GetBattlerTotalSpeedStat(BATTLE_PARTNER(battler));
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speed2 = AI_DATA->speedStats[BATTLE_PARTNER(battler)];
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numBattlersAlive++;
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}
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@ -3196,14 +3196,6 @@ u16 GetAllyChosenMove(u8 battlerId)
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return gBattleMons[partnerBattler].moves[gBattleStruct->chosenMovePositions[partnerBattler]];
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}
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bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef)
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{
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if ((battlerAtk & BIT_SIDE) == (battlerDef & BIT_SIDE))
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return TRUE;
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return FALSE;
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}
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//PARTNER_MOVE_EFFECT_IS_SAME
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bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u16 move, u16 partnerMove)
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{
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@ -3739,8 +3731,8 @@ void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
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if (AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove))
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{
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u8 atkSpeed = GetBattlerTotalSpeedStat(battlerAtk);
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u8 defSpeed = GetBattlerTotalSpeedStat(battlerDef);
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u32 atkSpeed = AI_DATA->speedStats[battlerAtk];
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u32 defSpeed = AI_DATA->speedStats[battlerDef];
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if ((defSpeed >= atkSpeed && defSpeed / 2 < atkSpeed) // You'll go first after paralyzing foe
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|| HasMoveEffect(battlerAtk, EFFECT_HEX)
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